@inproceedings{da742afa883343f791ff01744e8826a0,
title = "Gamification of cognitive rehabilitation",
abstract = "Mobile applications have been introduced in the field of e-health for several years. The aim of this studies was the gamification of exercises used in the process of cognitive rehabilitation. Selected game elements have been incorporated to the mobile application. Then, three methods of evaluation was proposed: a questionnaire, the MMSE test, and a new universal factor independent on the exercise type. The factor allows the therapist to monitor and compare the progression in the rehabilitation. Pilot studies are finished, but the effect of gamification must be verified for a larger number of patients in longer time, because at present it cannot be unambiguously determined a positive influence of the gamification.",
keywords = "Cognitive impairment, Gamification, Mobile application, Rehabilitation",
author = "Krzysztof Dobosz and Magdalena Dobosz and Marcin Wojaczek",
note = "Publisher Copyright: {\textcopyright} Springer International Publishing AG, part of Springer Nature 2018.; 16th International Conference on Computers Helping People with Special Needs, ICCHP 2018 ; Conference date: 11-07-2018 Through 13-07-2018",
year = "2018",
doi = "10.1007/978-3-319-94277-3\_44",
language = "English",
isbn = "9783319942766",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer Verlag",
pages = "280--283",
editor = "Klaus Miesenberger and Georgios Kouroupetroglou",
booktitle = "Computers Helping People with Special Needs - 16th International Conference, ICCHP 2018, Proceedings",
address = "Germany",
}